A Motley Crew

Cyrian's Log - Entry 11

Puzzled 'til our puzzlers were sore

Month C, Day 2 – continued

The ginormous spider thing exploded into lots of tiny baby spiders, as we were more than half expecting, so we gave up on trying to get treasure out of this terrible place, and just set the room afire. We hid in one of my handy Rope Tricks until the smoke dispersed (somehow; guess there’s an air vent?) then we went further in.

There was some kind of statue to the Walking God at the far end of the room, and two massive holes in the ceiling, which we couldn’t see the ends of. The statue had some buttons, so Liela quickly pressed them all, causing a deluge of spiders, the opening of a massive pit, and the revealing of a secret passage. I’m not sure what the spiders are eating down here; I’m kind of more worried about the bugs now. Anyways, we went down the stairs and followed yet more twisty windy passages to come to a set of doors with lit torches. We were pretty impressed by the torches, and immediately assumed this was a trap.

Not having anything better to do, however, we entered anyways. The room beyond was a long corridor with 4 branches, evenly spaced and going to both sides. At the end was another statue of Mr. Walker.

6 of the 8 side passages had coffins, engravings, and writings:

Ny the mighty
Vanguard of the walker

Cy the wise
Finder of secrets
Discoverer of passages

Fy the pathfinder
Clearing the Hordes
For safe passage

Ky the stealthy
Finders of treasure hidden

A light in the dark
A song in our heart
Will save us from being apart

Fist of Heaven
Bringer of Justice

None of these made any sense, nor rang any bells, though “Cy” was closer to home than I’d like. Opening the coffins revealed nothing (also, didn’t curse us. Unexpected.)

The statue at the end had three discrete sources of magic on him, which we pilfered. Some rags, a mask, and a holy symbol (of himself). He had a plaque as well.

Travelling through the parallels to find the one true core
Always hiding

Whatever. Pretty pointless, dead god, no more worshippers, let’s go? At least we got some stuff. This religion stuff is all bunk anyways.

We head back to the chapel, then through it to the passage which newly opened from it (and yet, had been there all along!) Following it, we passed an odd hallway which was perfectly straight for several hundred feet and had holes along its length at approximately waist height of approximately arrow size regularly spaced along both sides. Needless to say, we prepared for a trap.

Again, the obvious trap wasn’t one. Or, at least, we didn’t trigger it. At this point I think the domain (demesne?) lord is just playing with us.

After that, the pathway forked, the left briefly going into a series of rooms locked by strange buttons. There was evidence that creatures had been trapped here in the past, but after a single pass, the patterns did not reset, and no reset mechanism could be found. I sent a few incorporeal scouts through to take a look, but they could find nothing. It must be under some sort of timed or magical reset, so there’s nothing more we can do here. However, it’s odd… very odd…

The other end of the fork took us within walking distance of Castle Forlorn. We’d apparently come several hundred miles in a few short hours. The villagers’ talk of the geography being fluid was clearly no joke.

We have a quick discussion confirming the lunacy of approaching the castle where things go to die. We give up and head back to the chapel, where we hear the sounds of goblin chatter…



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